2012-04-19 19:15:35 +00:00
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/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrContextFactory_DEFINED
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#define GrContextFactory_DEFINED
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#if SK_ANGLE
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#include "gl/SkANGLEGLContext.h"
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#endif
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#include "gl/SkDebugGLContext.h"
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#if SK_MESA
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#include "gl/SkMesaGLContext.h"
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#endif
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#include "gl/SkNativeGLContext.h"
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#include "gl/SkNullGLContext.h"
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#include "GrContext.h"
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2012-08-01 20:08:47 +00:00
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#include "SkTArray.h"
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2012-04-19 19:15:35 +00:00
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/**
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2012-08-23 18:09:54 +00:00
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* This is a simple class that is useful in test apps that use different
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2012-04-19 19:15:35 +00:00
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* GrContexts backed by different types of GL contexts. It manages creating the
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* GL context and a GrContext that uses it. The GL/Gr contexts persist until the
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* factory is destroyed (though the caller can always grab a ref on the returned
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* GrContext to make it outlive the factory).
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*/
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2013-02-22 16:13:16 +00:00
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class GrContextFactory : GrNoncopyable {
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2012-04-19 19:15:35 +00:00
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public:
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/**
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* Types of GL contexts supported.
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*/
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enum GLContextType {
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kNative_GLContextType,
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#if SK_ANGLE
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kANGLE_GLContextType,
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#endif
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#if SK_MESA
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kMESA_GLContextType,
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#endif
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kNull_GLContextType,
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kDebug_GLContextType,
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2013-02-04 16:13:32 +00:00
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kLastGLContextType = kDebug_GLContextType
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2012-04-19 19:15:35 +00:00
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};
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2013-02-04 16:13:32 +00:00
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static const int kGLContextTypeCnt = kLastGLContextType + 1;
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static bool IsRenderingGLContext(GLContextType type) {
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switch (type) {
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case kNull_GLContextType:
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case kDebug_GLContextType:
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return false;
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default:
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return true;
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}
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}
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2013-02-22 16:13:16 +00:00
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static const char* GLContextTypeName(GLContextType type) {
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switch (type) {
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case kNative_GLContextType:
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return "native";
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case kNull_GLContextType:
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return "null";
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#if SK_ANGLE
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case kANGLE_GLContextType:
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return "angle";
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#endif
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#if SK_MESA
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case kMESA_GLContextType:
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return "mesa";
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#endif
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case kDebug_GLContextType:
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return "debug";
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default:
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GrCrash("Unknown GL Context type.");
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}
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}
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2012-04-19 19:15:35 +00:00
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GrContextFactory() {
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}
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2013-02-04 16:13:32 +00:00
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~GrContextFactory() { this->destroyContexts(); }
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void destroyContexts() {
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2012-04-19 19:15:35 +00:00
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for (int i = 0; i < fContexts.count(); ++i) {
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fContexts[i].fGrContext->unref();
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fContexts[i].fGLContext->unref();
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}
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2013-02-04 16:13:32 +00:00
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fContexts.reset();
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2012-04-19 19:15:35 +00:00
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}
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/**
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2013-02-04 16:13:32 +00:00
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* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
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2012-04-19 19:15:35 +00:00
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*/
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GrContext* get(GLContextType type) {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (fContexts[i].fType == type) {
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2013-02-04 16:13:32 +00:00
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fContexts[i].fGLContext->makeCurrent();
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2012-04-19 19:15:35 +00:00
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return fContexts[i].fGrContext;
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}
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}
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2013-02-28 20:16:25 +00:00
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SkAutoTUnref<SkGLContextHelper> glCtx;
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2012-04-19 19:15:35 +00:00
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SkAutoTUnref<GrContext> grCtx;
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switch (type) {
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case kNative_GLContextType:
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2012-07-09 20:17:56 +00:00
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glCtx.reset(SkNEW(SkNativeGLContext));
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2012-04-19 19:15:35 +00:00
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break;
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#ifdef SK_ANGLE
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case kANGLE_GLContextType:
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2012-07-09 20:17:56 +00:00
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glCtx.reset(SkNEW(SkANGLEGLContext));
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2012-04-19 19:15:35 +00:00
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break;
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#endif
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#ifdef SK_MESA
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case kMESA_GLContextType:
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2012-07-09 20:17:56 +00:00
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glCtx.reset(SkNEW(SkMesaGLContext));
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2012-04-19 19:15:35 +00:00
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break;
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#endif
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case kNull_GLContextType:
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2012-07-09 20:17:56 +00:00
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glCtx.reset(SkNEW(SkNullGLContext));
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2012-04-19 19:15:35 +00:00
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break;
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case kDebug_GLContextType:
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2012-07-09 20:17:56 +00:00
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glCtx.reset(SkNEW(SkDebugGLContext));
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2012-04-19 19:15:35 +00:00
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break;
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}
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static const int kBogusSize = 1;
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if (!glCtx.get()) {
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return NULL;
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}
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if (!glCtx.get()->init(kBogusSize, kBogusSize)) {
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return NULL;
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}
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2012-10-25 18:43:28 +00:00
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GrBackendContext p3dctx = reinterpret_cast<GrBackendContext>(glCtx.get()->gl());
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grCtx.reset(GrContext::Create(kOpenGL_GrBackend, p3dctx));
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2012-04-19 19:15:35 +00:00
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if (!grCtx.get()) {
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return NULL;
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}
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GPUContext& ctx = fContexts.push_back();
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ctx.fGLContext = glCtx.get();
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ctx.fGLContext->ref();
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ctx.fGrContext = grCtx.get();
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ctx.fGrContext->ref();
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ctx.fType = type;
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return ctx.fGrContext;
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}
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2012-08-14 22:02:48 +00:00
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// Returns the GLContext of the given type. If it has not been created yet,
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// NULL is returned instead.
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2013-02-28 20:16:25 +00:00
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SkGLContextHelper* getGLContext(GLContextType type) {
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2012-08-14 22:02:48 +00:00
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for (int i = 0; i < fContexts.count(); ++i) {
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if (fContexts[i].fType == type) {
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return fContexts[i].fGLContext;
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}
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}
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return NULL;
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}
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2012-04-19 19:15:35 +00:00
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private:
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struct GPUContext {
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GLContextType fType;
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2013-02-28 20:16:25 +00:00
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SkGLContextHelper* fGLContext;
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2012-04-19 19:15:35 +00:00
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GrContext* fGrContext;
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};
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SkTArray<GPUContext, true> fContexts;
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};
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#endif
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